Overgrowth will at least support fading between different tracks and other such features, but I don't know if we'll have any really fancy dynamic music tech. However if you want to experiment with sound and music without coding then you could do worse than FMOD designer.

The city generation in Black Shades was actually very simple: it's just a very large grid of equally sized block models. There are several different kinds of block models which are chosen (pseudo)randomly, and also rotated randomly using 90-degree intervals.

Renegade_Turner wrote:Also, drugs can be exploited for profit, mental forms of addiction cannot be, except in strange and sinister circumstances. Obviously drug addictions will be given closer attention, they're more obvious.

I think Blizzard would beg to differ -- World of Warcraft is very profitable.

Oops, that is a bug in cubemapalpha then. In the next alpha, it will also use spec from the normal alpha map. If you care to fix it before then, open cubemapalpha.frag and change line 45 from "color = diffuse_color * colormap.xyz + spec_color * colormap.a;" to "color = diffuse_color * colormap.xyz +...

We can do color correction as a post-processing effect, but I would rather just get the colors right in the textures to begin with! Post-processing effects usually result in decreased color precision and fidelity.